/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#pragma once

#include "Components/ActorComponent.h"
#include "ProceduralMeshComponent.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineSkeletonRendererComponent.generated.h"


UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonRendererComponent : public UProceduralMeshComponent {
	GENERATED_BODY()

public:
	USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer);

	virtual void BeginPlay() override;

	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;

	/* Updates this skeleton renderer using the provided skeleton animation component. */
	void UpdateRenderer(USpineSkeletonComponent *Skeleton);

	// Material Instance parents
	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	UMaterialInterface *NormalBlendMaterial;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	UMaterialInterface *AdditiveBlendMaterial;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	UMaterialInterface *MultiplyBlendMaterial;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	UMaterialInterface *ScreenBlendMaterial;

	// Need to hold on to the dynamic instances, or the GC will kill us while updating them
	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	TArray<UMaterialInstanceDynamic *> atlasNormalBlendMaterials;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	float DepthOffset = 0.1f;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	FName TextureParameterName;

	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	FLinearColor Color = FLinearColor(1, 1, 1, 1);

	/** Whether to generate collision geometry for the skeleton, or not. */
	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
	bool bCreateCollision;

	virtual void FinishDestroy() override;

protected:
	void UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);

	void UpdateMesh(USpineSkeletonComponent *component, spine::Skeleton *Skeleton);

	void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);

	spine::Vector<float> worldVertices;
	spine::SkeletonClipping clipper;

	UPROPERTY();
	TArray<FVector> vertices;
	UPROPERTY();
	TArray<int32> indices;
	UPROPERTY();
	TArray<FVector> normals;
	UPROPERTY();
	TArray<FVector2D> uvs;
	UPROPERTY();
	TArray<FColor> colors;
};
